Earlier this week I started work on a new puzzle game idea I had and am far enough along that I feel I should start posting getting some feedback on what I currently have. The game is sort of a cross between Tetris and Bejeweled with my own added twist. I am planning to have a Paid and a free Lite version of the game upon completion, the Lite version will not feature any ad's it will just have reduced features/modes. (I hate ad's, they make games look ugly and this is my work of art )

About the gameIn Pixel Rain "Rain" blocks fall from the sky into 1 of 6 columns on the game board and over time stack higher and higher. The goal of the game is to shatter these Rain blocks to gain points, you get game over if either of the columns Rain stack reaches into the hazard zone. Rain can be chained together to create combos for massive points, the points you get for the combo size scales exponentially giving birth to a risk vs reward system. Should you risk your rain stacks getting too tall just to add one more to your combo? Or do you play it safe? In essence, this game is about creating the biggest score you can before you get game over.

FeaturesCurrently the game features 4 different difficulties, with added room for different gameplay modes in the future.

Features in the works

Local/Global Highscores

More game modes with rain blocks featuring new characteristics

What's left to do

End Game screen (currently if you lose, the game just restarts)

High Scores Screens

Global Highscores (Was going to use StackMob but they are going away now, suggestions?)

Update difficulties (make them harder/easier feedback needed)

How to play

Shatter blocks in combos to increase your score

Create bigger combos for bigger scores

Blocks must be in a combo of at least 2 to be shattered, with the exception of white blocks

White blocks can be broken out of a combo, use them to help manipulate the board

REMEMBER: This is a "Score Based" puzzle game. It may seem easy to stay on the board indefinitely, but thats probably because you are not creating bigger than size 2-3 combos which only reward small amounts of points. The strategy comes in creating big combos while staying relatively safe which gets very difficult on the higher difficulties.

Note: The desktop version doesn't play as well since click listener tends to act weird, so right now it uses the same input as the Android version which is just dragging the mouse over will cause a shatter.

I am planning to have a Paid and a free Lite version of the game upon completion, the Lite version will not feature any ad's it will just have reduced features/modes. (I hate ad's, they make games look ugly and this is my work of art )

This could lose you revenue, you could have 50,000 people "try" your game, aka download the lite version.

When they like the game 2 things will go through there head:

"How much and should I buy it"

Unfortunately most bail at the sight of a pricetag, those 50,000 (this number could be considerably higher...or lower) people could have gained your revenue from ads, making up for the lack of sales from the paid ad free version, money that can be invested in updating it or instead, making something else.

Conveniently placed ads will keep the aesthetic of your game high and users happy.

"This code works flawlessly first time and exactly how I wanted it"Said no programmer ever

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